I have a few projects in the works, so my time has been divided. I have, however, received a lot of questions in regard to how the traditional QUICK game fits into the verbiage described in Recoded and Reloaded. So, here is a short write-up.First, in regard to how we CALL these pattern sides, they are NAMED routes that fit into the backside of the numbered frontside pattern. For those who are unfamiliar with our play calling system.....go buy the book. Just kidding. Below, you can see a diagram giving a brief explanation:

The patterns are described just as in many systems: HITCH, OUT, or FIST (Flat Inside a SlanT):

We tag these patterns with the NUMBERS (9ER) Advantage Principle, in which we have a pattern to attack single high or soft corners, and a default Cover 2 pattern to the frontside. We will plan our quick side to defeat single high, while the 220 pattern offers a solid choice vs. Two Deep. One benefit to the high school or college hash marks is the ease with which true two deep can be surmised: with the ball on the hash, as in the diagram above, the BACKSIDE safety (B) must play on or outside the hash in in order to be a half field player. Regardless of where F (front side safety) aligns, if B plays inside the hash, we will treat the alignment as single high. As a result, the QB's decision is simple and decisive: if the safety is inside the hash, he can count on single high principles to the tagged quick route; if he is on or outside the hash, he works the "220" pattern. The accountability falls to the coach to carefully plan boundary and field formational looks, but the work for the QB is clearly defined with an Advantage Principle that not only facilitates the quick game, but this offense's version of the Run N Shoot "Choice" route as well.This represents the most basic presentation for quick routes. Hope this helps!